[MOD 0.17] Industrial Revolution

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Astrella
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Re: [MOD 0.17] Industrial Revolution

Post by Astrella »

Worst case scenario you can always get a seperate install of Factorio on a version that is stable with IR / revert your existing install to a previous version.

mrvn
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Re: [MOD 0.17] Industrial Revolution

Post by mrvn »

QWERTY128BITS wrote:
Fri Dec 20, 2019 11:18 pm
Solinya wrote:
Fri Dec 20, 2019 10:40 am
Stimpatch wrote:
Fri Dec 20, 2019 8:57 am
QWERTY128BITS wrote:
Fri Dec 20, 2019 1:48 am
I try to find this: Why cant I plant the sapling and help to grow a forest? There are a way to do?
They need to go into a greenhouse, and you need like 20 or so to start the first grow cycle.
Just 10.
I dont want more wood. I want help with pollution. And maybe avoid bitter walk easy to my base...
Other greenhouse mods do that or have a machine for planting them. IR doesn't.

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Re: [MOD 0.17] Industrial Revolution

Post by belgianguy »

Deadlock989 wrote:
Sun Jan 05, 2020 6:19 pm
---------------------------------------------------------------------------------------------------
Version: 1.0.12
Date: 05. 01. 2020
Fixes:
- Fixed charged high capacity battery "burnt result".
---------------------------------------------------------------------------------------------------

All good things must come to an end, mediocre things too. I will not be updating the mod any further - it will not be ported to Factorio 0.18 by me. I'd like to thank the players who supported me and the mod while it lasted.
Many thanks for the great mod that is Industrial Revolution, it was like playing Factorio again for the first time and opening up a whole new slew of challenges!
Stunning graphics and very solid gameplay, new and interesting concepts (the ore processing updates were fantastic, the greenhouses having me hunt for saplings, too), the idea of making everything "burner" initially gave it a whole new vibe, and all fitted so well with what was still visible from the original Factorio. In short, if this mod were a movie it'd be a Hollywood production :).

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Re: [MOD 0.17] Industrial Revolution

Post by jgb »

BlueTemplar wrote:
Wed Jan 08, 2020 9:36 am
Yes, just like Angel's mods, which use the exact same licence, have been "lost" since he "abandoned" them this fall ? /sarcasm
Key difference being that Angel has a team in place to take over, no? AFAIK no one has stepped forward to maintain this mod after Deadlock steps down.

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Astrella
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Re: [MOD 0.17] Industrial Revolution

Post by Astrella »

jgb wrote:
Thu Jan 16, 2020 2:20 pm

Key difference being that Angel has a team in place to take over, no? AFAIK no one has stepped forward to maintain this mod after Deadlock steps down.
I mean, it's more that Deadlock themselves hasn't given the okay for it. It's their intellectual property to modify, as long as they don't give an okay no-one can or should.

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Re: [MOD 0.17] Industrial Revolution

Post by AlexGreen »

Deadlock989 wrote:
Sun Jan 05, 2020 6:19 pm
---------------------------------------------------------------------------------------------------
Version: 1.0.12
Date: 05. 01. 2020
Fixes:
- Fixed charged high capacity battery "burnt result".
---------------------------------------------------------------------------------------------------

All good things must come to an end, mediocre things too. I will not be updating the mod any further - it will not be ported to Factorio 0.18 by me. I'd like to thank the players who supported me and the mod while it lasted.
Is there someone who is going to take ownership of the mod to continue its support and possible further development?

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planetmaker
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Re: [MOD 0.17] Industrial Revolution

Post by planetmaker »

Unless the license is going to be changed from what is stated on the first posting here, making changes is not allowed and explicitly forbidden. So taking over and making changes, required or not to keep it working, are forbidden.

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Re: [MOD 0.17] Industrial Revolution

Post by Esterni »

Judging from the way Deadlock talks and responds to people (and with all due respect to the great work that into this mod), the maintenance and upkeep was taking a personal toll. His outlook on coding seems to be set in some very hardened concrete. Lots comments and assumptions about why something wont work/cant be fixed. Then when corrected, its a negative response. Just looking at Bilka's comment and Deadlocks response with the subsequent update to the mod...its quite passive aggressive and specifically directed towards that comment.

I hope he sees the support of the community and understands that nobody is intentionally looking for errors in the mod. There's no such thing as perfect code; there will always be conflicts with other mods and when someone is unhappy, you don't have to engage them...

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Re: [MOD 0.17] Industrial Revolution

Post by ZombieMooose »

Esterni wrote:
Tue Jan 21, 2020 12:41 am
Judging from the way Deadlock talks and responds to people (and with all due respect to the great work that into this mod), the maintenance and upkeep was taking a personal toll. His outlook on coding seems to be set in some very hardened concrete. Lots comments and assumptions about why something wont work/cant be fixed. Then when corrected, its a negative response. Just looking at Bilka's comment and Deadlocks response with the subsequent update to the mod...its quite passive aggressive and specifically directed towards that comment.

I hope he sees the support of the community and understands that nobody is intentionally looking for errors in the mod. There's no such thing as perfect code; there will always be conflicts with other mods and when someone is unhappy, you don't have to engage them...
I think it's more his views of copyright are concrete and everything else is a direct response to the absolute amount of shit that got thrown his way for wanting the work he put into the mod to be on his terms.

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Re: [MOD 0.17] Industrial Revolution

Post by Stimpatch »

ZombieMooose wrote:
Tue Jan 21, 2020 5:10 am
I think it's more his views of copyright are concrete and everything else is a direct response to the absolute amount of shit that got thrown his way for wanting the work he put into the mod to be on his terms.
the loudest ppl not prepresenting the majority is a common problem, to quote a famous kanguru: "The good thing about the internet is: Anyone can use it. The bad thing is: Everyone does"

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Re: [MOD 0.17] Industrial Revolution

Post by BlueTemplar »

As a reminder, some quotes from the relevant discussions on the mod portal :
Deadlock989 wrote: [...]
You don't need my permission if you aren't monetising your streaming. I'm very happy for you to stream it if that's the case.
[...]
----

My position is that if you are not personally getting any income from using my mod in a Twitch stream or a Youtube showcase or whatever, then I'm more than happy for you to stream it.

Adverts inserted by the company hosting the stream are something else entirely, as long as that revenue isn't shared with the person making the stream. I don't want non-professional streamers to worry about adverts they have no control over. But taking a cut from that advertising revenue is something else entirely.

If making money from streaming becomes an option later, then I would prefer you not to use the mod from then on.

I'm going to clarify/simplify the license soon because it's clearly causing confusion. I don't have any legal training, surprisingly.

----
Not interested in opinions or "strong suggestions" on this topic to be honest. It's just drama that's distracting me from improving the mod.

The next release will switch the license to CC BY-NC-ND 4.0, exactly the same as Angel's mods and Pyanodon's mods. As far as I can tell - I'm no lawyer - it has exactly the same restrictions as the current license that I ham-fistedly tried to write myself in everyday English: still non-commercial, still no stealing, still no passing it off as your own work.
Deadlock989 wrote: The license prohibits commercial uses of the mod. Same as Bob's, same as Py's, same as Angel's.

How people interpret that license and respect my wishes is up to them.

No, of course I'm not going to sue and harrass people. I've been unbelievably harrassed over the last 48 hours, why would I subject someone else to that.
License switches from custom to CC BY-NC-ND 4.0.
Deadlock989 wrote: [...]
You can see the license by clicking on the main Information tab. How you interpret "non-commercial use" is your business. I've said, multiple times now, that I've got no interest in litigation. If people want to go against my wishes and break the terms of the license, that's their conscience.

Locking this thread because I'll be honest, getting pretty sick of this shit.
And, hopefully, a hint of things to come :
Deadlock989 wrote:
Fri Dec 27, 2019 3:33 pm
Note to other modders
When Factorio 0.18 is released, the sprites, icons and sounds in IR will be moved into a separate mod, so that the code can be updated without having to upload/download all 120Mb.

This will break any existing sprite/sound paths if you have referenced them directly.
Why ? See this Angel's quote for instance :
Arch666Angel wrote:
Mon Jan 08, 2018 11:25 pm
My friend you are neither allowed nor asked for permission to use my graphic assests, I believe that it is the same with Pyanodons sets. Please change that

I made a thread with free to use graphics:
viewtopic.php?f=15&t=40923
(I swear I've seen Angel specifically being worried about his art assets much more than code, but my search powers are failing me... :? )
And this Deadlock's quote :
Deadlock989 wrote:
Tue Aug 20, 2019 5:50 pm
[Industrial Revolution] won't be GPL. But I'm far more exercised about people lifting the graphics than the code. I would be highly likely to give permission to someone who asked nicely to use the sign placement code. TheStaplergun helped me get started with guis so they should be credited as well.
[...]

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Re: [MOD 0.17] Industrial Revolution

Post by Klonan »

Upon request of Deadlock, this topic has been locked.

Locked

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